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project.cpp
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project.cpp
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// Naufil Moten, 20I-0642, PROJECT CS-B
#ifndef CENTIPEDE_CPP_
#define CENTIPEDE_CPP_
//#include "Board.h"
#include "util.h"
#include <iostream>
#include<string>
#include<cstdlib>
#include<ctime>
#include<cmath> // for basic math functions such as cos, sin, sqrt
using namespace std;
int val = 0;
int z = -5;
int u = 1;
int w = 19;
int xco[77];
int yco[77];
int dicerandom = 0;
int c = 0;
int o = 37;
int lock = 0;
int goth = 0;
int F = 0;
int FF = 0;
int unlock = 0;
int unlock1 = 0;
char tt = 'd';
void dice();
void ludoboard();
void dice() {
dicerandom = rand() % 6 + 1;
//Draw Dice
DrawSquare( 780 , 685 ,70,colors[WHITE]);
switch (dicerandom) {
case 1:
// Draw 1
DrawCircle(815,720,10,colors[MAROON]);
break;
case 2:
// Draw 2
DrawCircle(800,720,8,colors[MAROON]);
DrawCircle(830,720,8,colors[MAROON]);
break;
case 4:
// Draw 4
DrawCircle(800,740,8,colors[MAROON]);
DrawCircle(830,740,8,colors[MAROON]);
DrawCircle(800,700,8,colors[MAROON]);
DrawCircle(830,700,8,colors[MAROON]);
break;
case 3:
// Draw 3
DrawCircle(795,720,6,colors[MAROON]);
DrawCircle(815,720,6,colors[MAROON]);
DrawCircle(835,720,6,colors[MAROON]);
break;
case 5:
// Draw 5
DrawCircle(795,735,6,colors[MAROON]);
DrawCircle(835,735,6,colors[MAROON]);
DrawCircle(795,705,6,colors[MAROON]);
DrawCircle(835,705,6,colors[MAROON]);
DrawCircle(815,720,6,colors[MAROON]);
break;
case 6:
// Draw 6
DrawCircle(800,740,6,colors[MAROON]);
DrawCircle(830,740,6,colors[MAROON]);
DrawCircle(800,720,6,colors[MAROON]);
DrawCircle(830,720,6,colors[MAROON]);
DrawCircle(800,700,6,colors[MAROON]);
DrawCircle(830,700,6,colors[MAROON]);
break;}
// Intializing first 6 squares
int st = 25;
int i;
for (i = 0; i < 6; i++) {
xco[i] = 325;
yco[i] = st;
st = st + 50;
}
// Intializing next 6-12 squares
st = 275;
for (i = 6; i < 12; i++) {
xco[i] = st;
st = st - 50;
yco[i] = 325;
}
// Next 6 position
st = xco[11];
for (i = 12; i < 18; i++) {
xco[i] = st;
st = st + 50;
yco[i] = yco[11] + 50;
}
// Next 6 position
st = xco[11];
for (i = 18; i < 24; i++) {
yco[i] = yco[12] + 50;
xco[i] = st;
st = st + 50;
}
// Next 6 position
st = yco[23] + 50;
for (i = 24; i < 30; i++) {
xco[i] = 325;
yco[i] = st;
st = st + 50;
}
// Next 6 position
st = yco[29];
for (i = 30; i < 36; i++) {
xco[i] = 375;
yco[i] = st;
st = st - 50;
}
// Next 6 position
st = yco[29];
for (i = 36; i < 42; i++) {
xco[i] = 425;
yco[i] = st;
st = st - 50;
}
// Next 6 position
st = xco[41] + 50;
for (i = 42; i < 48; i++) {
xco[i] = st;
st = st + 50;
yco[i] = yco[41] - 50;
}
// Next 6 position
st = xco[47];
for (i = 48; i < 54; i++) {
yco[i] = yco[47] - 50;
xco[i] = st;
st = st - 50;
}
// Next 6 position
st = xco[47];
for (i = 54; i < 60; i++) {
yco[i] = yco [53] - 50;
xco[i] = st;
st = st - 50;
}
// Next 6 position
st = yco[59] - 50;
for (i = 60; i < 66; i++) {
xco[i] = xco[59] - 50;
yco[i] = st;
st = st - 50;
}
// Next 6 position
st = yco[65];
for (i = 66; i < 72; i++) {
xco[i] = xco[65] - 50;
yco[i] = st;
st = st + 50;
}
if (F == 0) {
// RED TOKEN MOVING
if ( (dicerandom == 6) && (lock == 0) ) {
lock = 1;
dicerandom = 0;
c = c + 1;
}
if ( (lock == 1) & (c < 5) ) {
u = u + dicerandom;
// Condition to check token doesnt go in any one else house apart from own.
if ( ( u > 12 && u < 18) || ( u > 30 && u < 36) || ( u > 48 && u < 54) ) {
u = u + 5; }
if (u > 70) {
DrawCircle(xco[71],yco[71],17,colors[MAROON]);
u = 1;
lock = 0;
dicerandom = 0;
if ( c > 4)
F = 1;
}
else
DrawCircle(xco[u],yco[u],17,colors[MAROON]);
}
if (c == 1){
DrawCircle(100,100,30,colors[RED]);}
if (c == 2){
DrawCircle(100,100,30,colors[RED]);
DrawCircle(100,200,30,colors[RED]);}
if (c == 3){
DrawCircle(100,100,30,colors[RED]);
DrawCircle(100,200,30,colors[RED]);
DrawCircle(200,200,30,colors[RED]);}
if (c == 4){
DrawCircle(200,100,30,colors[RED]);
DrawCircle(100,100,30,colors[RED]);
DrawCircle(100,200,30,colors[RED]);
DrawCircle(200,200,30,colors[RED]);
} }
// MOVING BLUE TOKEN
if (F == 1) {
DrawCircle(200,100,30,colors[RED]);
DrawCircle(100,100,30,colors[RED]);
DrawCircle(100,200,30,colors[RED]);
DrawCircle(200,200,30,colors[RED]);
w = 19;
goth = 1;}
if ( (dicerandom == 6) && (unlock == 0) && (c > 4)) {
c = c + 1;
unlock = 1;
dicerandom = 0;
}
if (unlock == 1)
w = w + dicerandom;
// Condition to check token doesnt go in any one else house apart from own.
if ( ( w > 30 && w < 36) || ( w > 48 && w < 54) || ( w > 64 && w < 72) ) {
w = w + 5;
}
if ((w > 65) & (unlock == 1)) {
z = z + dicerandom;
DrawCircle(xco[z],yco[z],17,colors[LIGHT_BLUE]);
}
else if (unlock == 1)
DrawCircle(xco[w],yco[w],17,colors[LIGHT_BLUE]);
if (z > 17) {
DrawCircle(xco[17],yco[17],17,colors[LIGHT_BLUE]);
F = 2;
unlock = 0;
w = 19;
z = -5;
FF = FF + 1;}
if (FF == 1){
DrawCircle(100,555,30,colors[BLUE]);}
if (FF == 2){
DrawCircle(100,555,30,colors[BLUE]);
DrawCircle(200,555,30,colors[BLUE]);}
if (FF ==3){
DrawCircle(100,555,30,colors[BLUE]);
DrawCircle(200,555,30,colors[BLUE]);
DrawCircle(100,655,30,colors[BLUE]);}
if (FF ==4){
DrawCircle(100,555,30,colors[BLUE]);
DrawCircle(200,555,30,colors[BLUE]);
DrawCircle(100,655,30,colors[BLUE]);
DrawCircle(200,655,30,colors[BLUE]);
F = 2;}
// Yellow Token MOVING
if (F == 2) {
o = 37; }
if ( (dicerandom == 6) && (unlock1 == 0) && (F == 2)) {
c = c + 1;
unlock1 = 1;
dicerandom = 0;
}
if (unlock1 == 1)
o = o + dicerandom;
// Condition to check token doesnt go in any one else house apart from own.
if ( ( o > 48 && o < 54) || ( o > 64 && o < 72) ) {
o = o + 5;
}
if ((o > 65) & (unlock1 == 1)) {
z = z + dicerandom;
DrawCircle(xco[z],yco[z],17,colors[LAWN_GREEN]);
}
else if (unlock1 == 1)
DrawCircle(xco[o],yco[o],17,colors[LAWN_GREEN]);
if (z > 35) {
DrawCircle(xco[35],yco[35],17,colors[LAWN_GREEN]);
unlock1 = 0;
w = 19;
z = -5;
goth = goth + 1;}
if (goth == 1){
DrawCircle(555,555,30,colors[ORANGE]);;}
if (goth == 2){
DrawCircle(555,555,30,colors[ORANGE]);
DrawCircle(555,655,30,colors[ORANGE]);}
if (goth ==3){
DrawCircle(555,555,30,colors[ORANGE]);
DrawCircle(555,655,30,colors[ORANGE]);
DrawCircle(655,555,30,colors[ORANGE]);}
if (goth ==4){
DrawCircle(555,555,30,colors[ORANGE]);
DrawCircle(555,655,30,colors[ORANGE]);
DrawCircle(655,555,30,colors[ORANGE]);
DrawCircle(655,655,30,colors[ORANGE]);}
}
void ludoboard() {
//Red Square
DrawSquare( 0 , 0 ,300,colors[RED]);
//Green Square
DrawSquare( 455 , 0 ,300,colors[GREEN]);
//Blue Square
DrawSquare( 0 , 455 ,300,colors[NAVY]);
//Yellow Square
DrawSquare( 455 , 455 ,300,colors[ORANGE]);
//Middle Square
DrawSquare( 300 , 300 ,155,colors[WHITE]);
//Display Score
//Red Triangle
DrawTriangle( 300, 300 , 455, 300 , 377.5 , 377.5, colors[RED] );
//Blue Triangle
DrawTriangle( 300, 300 , 300, 455 , 377.5 , 377.5, colors[NAVY] );
//Yellow Triangle
DrawTriangle( 300, 455 , 455, 455 , 377.5 , 377.5, colors[ORANGE] );
//Green Triangle
DrawTriangle( 455, 300 , 455, 455 , 377.5 , 377.5, colors[GREEN] );
// Blue White Square 1
DrawSquare( 0 , 300 ,49.5,colors[WHITE]);
DrawSquare( 50 , 300 ,49.5,colors[WHITE]);
DrawSquare( 100 , 300 ,49.5,colors[GRAY]);
DrawSquare( 150 , 300 ,49.5,colors[WHITE]);
DrawSquare( 200 , 300 ,49.5,colors[WHITE]);
DrawSquare( 250 , 300 ,49.5,colors[WHITE]);
// Blue White Square 2
DrawSquare( 0 , 353 ,49.5,colors[WHITE]);
DrawSquare( 50 , 353 ,49.5,colors[NAVY]);
DrawSquare( 100 , 353 ,49.5,colors[NAVY]);
DrawSquare( 150 , 353,49.5,colors[NAVY]);
DrawSquare( 200 , 353 ,49.5,colors[NAVY]);
DrawSquare( 250 , 353 ,49.5,colors[NAVY]);
// Blue White Square 3
DrawSquare( 0 , 406 ,49.5,colors[WHITE]);
DrawSquare( 50 , 406 ,49.5,colors[NAVY]);
DrawSquare( 100 , 406 ,49.5,colors[WHITE]);
DrawSquare( 150 , 406 ,49.5,colors[WHITE]);
DrawSquare( 200 , 406 ,49.5,colors[WHITE]);
DrawSquare( 250 , 406 ,49.5,colors[WHITE]);
// Red White Square 1
DrawSquare( 300 , 0 ,49.5,colors[WHITE]);
DrawSquare( 300 , 50 ,49.5,colors[RED]);
DrawSquare( 300 , 100 ,49.5,colors[WHITE]);
DrawSquare( 300 , 150 ,49.5,colors[WHITE]);
DrawSquare( 300 , 200 ,49.5,colors[WHITE]);
DrawSquare( 300 , 250 ,49.5,colors[WHITE]);
// Red White Square 2
DrawSquare( 353 , 0 ,49.5,colors[WHITE]);
DrawSquare( 353 , 50 ,49.5,colors[RED]);
DrawSquare( 353 , 100 ,49.5,colors[RED]);
DrawSquare( 353 , 150 ,49.5,colors[RED]);
DrawSquare( 353 , 200 ,49.5,colors[RED]);
DrawSquare( 353 , 250 ,49.5,colors[RED]);
// Red White Square 3
DrawSquare( 406 , 0 ,49.5,colors[WHITE]);
DrawSquare( 406 , 50 ,49.5,colors[WHITE]);
DrawSquare( 406 , 100 ,49.5,colors[GRAY]);
DrawSquare( 406 , 150 ,49.5,colors[WHITE]);
DrawSquare( 406 , 200 ,49.5,colors[WHITE]);
DrawSquare( 406 , 250 ,49.5,colors[WHITE]);
// Green White Square 1
DrawSquare( 455 , 300 ,49.5,colors[WHITE]);
DrawSquare( 505 , 300 ,49.5,colors[WHITE]);
DrawSquare( 555 , 300 ,49.5,colors[WHITE]);
DrawSquare( 605 , 300 ,49.5,colors[WHITE]);
DrawSquare( 655 , 300 ,49.5,colors[GREEN]);
DrawSquare( 705 , 300 ,49.5,colors[WHITE]);
// Green White Square 2
DrawSquare( 455 , 353 ,49.5,colors[GREEN]);
DrawSquare( 505 , 353 ,49.5,colors[GREEN]);
DrawSquare( 555 , 353 ,49.5,colors[GREEN]);
DrawSquare( 605 , 353 ,49.5,colors[GREEN]);
DrawSquare( 655 , 353 ,49.5,colors[GREEN]);
DrawSquare( 705 , 353 ,49.5,colors[WHITE]);
// Green White Square 3
DrawSquare( 455 , 406 ,49.5,colors[WHITE]);
DrawSquare( 505 , 406 ,49.5,colors[WHITE]);
DrawSquare( 555 , 406 ,49.5,colors[WHITE]);
DrawSquare( 605 , 406 ,49.5,colors[GRAY]);
DrawSquare( 655 , 406 ,49.5,colors[WHITE]);
DrawSquare( 705 , 406 ,49.5,colors[WHITE]);
// Yellow White Square 1
DrawSquare( 300 , 455 ,49.5,colors[WHITE]);
DrawSquare( 300 , 505 ,49.5,colors[WHITE]);
DrawSquare( 300 , 555 ,49.5,colors[WHITE]);
DrawSquare( 300 , 605 ,49.5,colors[GRAY]);
DrawSquare( 300 , 655 ,49.5,colors[WHITE]);
DrawSquare( 300 , 705 ,49.5,colors[WHITE]);
// Yellow White Square 2
DrawSquare( 353 , 455 ,49.5,colors[ORANGE]);
DrawSquare( 353 , 505 ,49.5,colors[ORANGE]);
DrawSquare( 353 , 555 ,49.5,colors[ORANGE]);
DrawSquare( 353 , 605 ,49.5,colors[ORANGE]);
DrawSquare( 353 , 655 ,49.5,colors[ORANGE]);
DrawSquare( 353 , 705 ,49.5,colors[WHITE]);
// Yellow White Square 3
DrawSquare( 406 , 455 ,49.5,colors[WHITE]);
DrawSquare( 406 , 505 ,49.5,colors[WHITE]);
DrawSquare( 406 , 555 ,49.5,colors[WHITE]);
DrawSquare( 406 , 605 ,49.5,colors[WHITE]);
DrawSquare( 406 , 655 ,49.5,colors[ORANGE]);
DrawSquare( 406 , 705 ,49.5,colors[WHITE]);
// Trianlge Vertices v1(300,50) , v2(500,50) , v3(400,250)
//DrawLine(int x1, int y1, int x2, int y2, int lwidth, float *color)
//DrawLine( 550 , 50 , 550 , 480 , 10 , colors[MISTY_ROSE] );
DrawCircle(150,150,120,colors[WHITE]);
DrawCircle(150,605,120,colors[WHITE]);
DrawCircle(605,150,120,colors[WHITE]);
DrawCircle(605,605,120,colors[WHITE]);
//DrawCircle(70,670,10,colors[RED]);
//DrawCircle(90,670,10,colors[RED]);
// Draw Circle Red
DrawCircle(100,100,30,colors[RED]);
DrawCircle(100,200,30,colors[RED]);
DrawCircle(200,100,30,colors[RED]);
DrawCircle(200,200,30,colors[RED]);
// Draw Token Red
DrawCircle(100,100,20,colors[MAROON]);
DrawCircle(100,200,20,colors[MAROON]);
DrawCircle(200,100,20,colors[MAROON]);
DrawCircle(200,200,20,colors[MAROON]);
// Draw Circle Green
DrawCircle(555,100,30,colors[GREEN]);
DrawCircle(555,200,30,colors[GREEN]);
DrawCircle(655,100,30,colors[GREEN]);
DrawCircle(655,200,30,colors[GREEN]);
// Draw Token Green
DrawCircle(555,100,20,colors[LAWN_GREEN]);
DrawCircle(555,200,20,colors[LAWN_GREEN]);
DrawCircle(655,100,20,colors[LAWN_GREEN]);
DrawCircle(655,200,20,colors[LAWN_GREEN]);
// Draw Circle Blue
DrawCircle(100,555,30,colors[BLUE]);
DrawCircle(200,555,30,colors[BLUE]);
DrawCircle(100,655,30,colors[BLUE]);
DrawCircle(200,655,30,colors[BLUE]);
// Draw Token Blue
DrawCircle(100,555,20,colors[MIDNIGHT_BLUE]);
DrawCircle(200,555,20,colors[MIDNIGHT_BLUE]);
DrawCircle(100,655,20,colors[MIDNIGHT_BLUE]);
DrawCircle(200,655,20,colors[MIDNIGHT_BLUE]);
// Draw Circle Yellow
DrawCircle(555,555,30,colors[ORANGE]);
DrawCircle(555,655,30,colors[ORANGE]);
DrawCircle(655,555,30,colors[ORANGE]);
DrawCircle(655,655,30,colors[ORANGE]);
// Draw Token Yellow
DrawCircle(555,555,20,colors[DARK_ORANGE]);
DrawCircle(555,655,20,colors[DARK_ORANGE]);
DrawCircle(655,555,20,colors[DARK_ORANGE]);
DrawCircle(655,655,20,colors[DARK_ORANGE]);
}
// seed the random numbers generator by current time (see the documentation of srand for further help)...
/* Function sets canvas size (drawing area) in pixels...
* that is what dimensions (x and y) your game will have
* Note that the bottom-left coordinate has value (0,0) and top-right coordinate has value (width-1,height-1)
* */
void SetCanvasSize(int width, int height) {
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, 0, height, -1, 1); // set the screen size to given width and height.
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
}
/*
* Main Canvas drawing function.
* */
//Board *b;
void GameDisplay()/**/{
// set the background color using function glClearColor.
// to change the background play with the red, green and blue values below.
// Note that r, g and b values must be in the range [0,1] where 0 means dim rid and 1 means pure red and so on.
glClearColor(0/*Red Component*/, 0, //148.0/255/*Green Component*/,
0.0/*Blue Component*/, 0 /*Alpha component*/); // Red==Green==Blue==1 --> White Colour
glClear (GL_COLOR_BUFFER_BIT); //Update the colors
if (val == 0)
DrawString( 0, 750, "WELCOME TO LUDO", colors[WHITE]);
DrawString( 0, 650, "How many players are going to play the game?", colors[WHITE]);
DrawString( 0, 400, " 2", colors[WHITE]);
DrawString( 0, 350, " 3", colors[WHITE]);
DrawString( 0, 300, " 4", colors[WHITE]);
if (val == 1){
ludoboard();
}
if (tt == 's'){
dice();
tt = 'd';
}
glutSwapBuffers(); // do not modify this line..
}
/*This function is called (automatically) whenever any non-printable key (such as up-arrow, down-arraw)
* is pressed from the keyboard
*
* You will have to add the necessary code here when the arrow keys are pressed or any other key is pressed...
*
* This function has three argument variable key contains the ASCII of the key pressed, while x and y tells the
* program coordinates of mouse pointer when key was pressed.
*
* */
void NonPrintableKeys(int key, int x, int y) {
if (key
== GLUT_KEY_LEFT /*GLUT_KEY_LEFT is constant and contains ASCII for left arrow key*/) {
// what to do when left key is pressed...
} else if (key
== GLUT_KEY_RIGHT /*GLUT_KEY_RIGHT is constant and contains ASCII for right arrow key*/) {
} else if (key
== GLUT_KEY_UP/*GLUT_KEY_UP is constant and contains ASCII for up arrow key*/) {
}
else if (key
== GLUT_KEY_DOWN/*GLUT_KEY_DOWN is constant and contains ASCII for down arrow key*/) {
}
/* This function calls the Display function to redo the drawing. Whenever you need to redraw just call
* this function*/
glutPostRedisplay();
}
/*This function is called (automatically) whenever any printable key (such as x,b, enter, etc.)
* is pressed from the keyboard
* This function has three argument variable key contains the ASCII of the key pressed, while x and y tells the
* program coordinates of mouse pointer when key was pressed.
* */
void PrintableKeys(unsigned char key, int x, int y) {
if (key == 27/* Escape key ASCII*/) {
exit(1); // exit the program when escape key is pressed.
}
if (key == 32 ) {
tt = 's'; // Roll the dice when Spacebar is pressed.
}
if (key == 'a' || key == 'A') //Key for placing the bomb
{
//do something if b is pressed
val =1;
}
glutPostRedisplay();
}
/*
* This function is called after every 1000.0/FPS milliseconds
* (FPS is defined on in the beginning).
* You can use this function to animate objects and control the
* speed of different moving objects by varying the constant FPS.
*
* */
void Timer(int m) {
// implement your functionality here
// once again we tell the library to call our Timer function after next 1000/FPS
glutTimerFunc(1000.0, Timer, 0);
}
/*This function is called (automatically) whenever your mouse moves witin inside the game window
*
* You will have to add the necessary code here for finding the direction of shooting
*
* This function has two arguments: x & y that tells the coordinate of current position of move mouse
*
* */
void MousePressedAndMoved(int x, int y) {
//cout << x << " " << y << endl;
//glutPostRedisplay();
}
void MouseMoved(int x, int y) {
// glutPostRedisplay();
}
/*This function is called (automatically) whenever your mouse button is clicked witin inside the game window
*
* You will have to add the necessary code here for shooting, etc.
*
* This function has four arguments: button (Left, Middle or Right), state (button is pressed or released),
* x & y that tells the coordinate of current position of move mouse
*
* */
/* void MouseClicked(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON) // dealing only with left button
{
cout << GLUT_DOWN << " " << GLUT_UP << endl;
} else if (button == GLUT_RIGHT_BUTTON) // dealing with right button
{
}
glutPostRedisplay();
} */
/* void move {
int x;
if (x = 6)
int array[x][y];
for
}
/*
* our gateway main function
* */
int main(int argc, char*argv[]) {
//b = new Board(60, 60); // create a new board object to use in the Display Function ...
int width = 1020, height = 840; // i have set my window size to be 800 x 600
//b->InitalizeBoard(width, height);
InitRandomizer(); // seed the random number generator...
glutInit(&argc, argv); // initialize the graphics library...
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); // we will be using color display mode
glutInitWindowPosition(50, 50); // set the initial position of our window
glutInitWindowSize(width, height); // set the size of our window
glutCreateWindow("PF Project"); // set the title of our game window
SetCanvasSize(width, height); // set the number of pixels...
// Register your functions to the library,
// you are telling the library names of function to call for different tasks.
// Asking No. of players who will play the game
int players;
string player1, player2, player3, player4;
do {
cout << "How many players are going to play the game? (2-4) ";
cin >> players;
switch (players) {
case 1:
cout << "Less than 2 players cannot play the game" << endl;
break;
case 2: // Asking for names of 2 players
cout << "Enter name of player 1: ";
cin >> player1;
cout << "Enter name of player 2: ";
cin >> player2;
break;
case 3: // Asking for names of 3 players
cout << "Enter name of player 1: ";
cin >> player1;
cout << "Enter name of player 2: ";
cin >> player2;
cout << "Enter name of player 3: ";
cin >> player3;
break;
case 4: // Asking for names of 4 players
cout << "Enter name of player 1: ";
cin >> player1;
cout << "Enter name of player 2: ";
cin >> player2;
cout << "Enter name of player 3: ";
cin >> player3;
cout << "Enter name of player 4: ";
cin >> player4;
break;
default:
cout << "ENTER VALID NO. OF PLAYERS!!" << endl;
break;}
}
while (players > 4 || players < 2);
int colors, select1, select2, select3, select4; // declaration for colors selection for each player in the game
string player1_color,player2_color,player3_color,player4_color;
cout << "How do you want to assign colors?" << endl;
cout << "1. Assign randomly" << endl;
cout << "2. Select yourself" << endl;
cin >> colors;
switch (colors) {
case 1:
srand (time(NULL));
if (players == 2) {
select1 = rand() % 4 + 1;
do {
select2 = rand() % 4 + 1;}
while (select2 == select1);
if (select1 == 1) {
player1_color = "RED";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 2){
player1_color = "BLUE";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 3){
player1_color = "YELLOW";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 4){
player1_color = "GREEN";
cout << player1 << " has been assigned " << player1_color << endl;}
if (select2 == 1){
player2_color = "RED";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 2){
player2_color = "BLUE";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 3){
player2_color = "YELLOW";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 4){
player2_color = "GREEN";
cout << player2 << " has been assigned " << player2_color << endl;}}
if (players == 3) {
select1 = rand() % 4 + 1;
do {
select2 = rand() % 4 + 1;}
while (select2 == select1);
do {
select3 = rand() % 4 + 1;}
while (select3 == select1 || select3 == select2);
if (select1 == 1) {
player1_color = "RED";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 2){
player1_color = "BLUE";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 3){
player1_color = "YELLOW";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 4){
player1_color = "GREEN";
cout << player1 << " has been assigned " << player1_color << endl;}
if (select2 == 1){
player2_color = "RED";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 2){
player2_color = "BLUE";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 3){
player2_color = "YELLOW";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 4){
player2_color = "GREEN";
cout << player2 << " has been assigned " << player2_color << endl;}
if (select3 == 1){
player3_color = "RED";
cout << player3 << " has been assigned " << player3_color << endl;}
else if (select3 == 2){
player3_color = "BLUE";
cout << player3 << " has been assigned " << player3_color << endl;}
else if (select3 == 3){
player3_color = "YELLOW";
cout << player3 << " has been assigned " << player3_color << endl;}
else if (select3 == 4){
player3_color = "GREEN";
cout << player3 << " has been assigned " << player3_color << endl;}}
if (players == 4) {
select1 = rand() % 4 + 1;
do {
select2 = rand() % 4 + 1;}
while (select2 == select1);
do {
select3 = rand() % 4 + 1;}
while (select3 == select1 || select3 == select2);
do {
select4 = rand() % 4 + 1;}
while (select4 == select1 || select4 == select2 || select4 == select3);
if (select1 == 1) {
player1_color = "RED";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 2){
player1_color = "BLUE";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 3){
player1_color = "YELLOW";
cout << player1 << " has been assigned " << player1_color << endl;}
else if (select1 == 4){
player1_color = "GREEN";
cout << player1 << " has been assigned " << player1_color << endl;}
if (select2 == 1){
player2_color = "RED";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 2){
player2_color = "BLUE";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 3){
player2_color = "YELLOW";
cout << player2 << " has been assigned " << player2_color << endl;}
else if (select2 == 4){
player2_color = "GREEN";
cout << player2 << " has been assigned " << player2_color << endl;}
if (select3 == 1){
player3_color = "RED";
cout << player3 << " has been assigned " << player3_color << endl;}
else if (select3 == 2){
player3_color = "BLUE";
cout << player3 << " has been assigned " << player3_color << endl;}
else if (select3 == 3){
player3_color = "YELLOW";
cout << player3 << " has been assigned " << player3_color << endl;}
else if (select3 == 4){
player3_color = "GREEN";
cout << player3 << " has been assigned " << player3_color << endl;}
if (select4 == 1){
player4_color = "RED";
cout << player4 << " has been assigned " << player4_color << endl;}
else if (select4 == 2){
player4_color = "BLUE";
cout << player4 << " has been assigned " << player4_color << endl;}
else if (select4 == 3){
player4_color = "YELLOW";
cout << player4 << " has been assigned " << player4_color << endl;}
else if (select4 == 4){
player4_color = "GREEN";
cout << player4 << " has been assigned " << player4_color << endl;}
}
break;
case 2: // Players picking color for themselves
if (players == 2) {
cout << "Choose color for player 1" << endl;
cout << "1. RED \n2. BLUE \n3. YELLOW \n4. GREEN" << endl;
cin >> select1;
do {
cout << "Choose color for player 2" << endl;
cout << "1. RED \n2. BLUE \n3. YELLOW \n4. GREEN" << endl;
cin >> select2;